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Not a Conspiracy Theory: Moving Toward Better Criticism in RPGs
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<blockquote data-quote="JAMUMU" data-source="post: 8933676" data-attributes="member: 7035709"><p>What's really interesting to me is that despite players not wanting to engage with what's generally accepted as one of the core parts of Blades (jumping into the score in media res and playing from there, flashing back if planning detail is needed to overcome an obstacle) the group still had an enjoyable time. Especially interesting is that they found an area of the game (the Downtime section) that they could make their own. In terms of "theory" I'm really interested in the blurry lines between consumption and creation in RPGs and this hits that spot.</p><p></p><p>My own experience of Blades was with players who no longer get the same thrill out of planning things in great detail, so they were fine with the way it worked. They found the flashback mechanic less interesting for RP purposes, so it just became a kind of Oopsie! button. Interestingly, they also came to love Downtime. This came to be a space where they weren't planning their scores but were planning their "long game" in terms of progressing up the city's heirarchies and became very RP heavy.</p><p></p><p>My experience running a long-ish campaign was that the more we played, the more the phases of the play loop became less distinct and sessions felt much like any other game. One difference was the dice mechanic, particularly in combat. It took some of my players a while to get out of the "one roll to hit, one roll to dodge, one roll to damage, repeat" paradigm.</p></blockquote><p></p>
[QUOTE="JAMUMU, post: 8933676, member: 7035709"] What's really interesting to me is that despite players not wanting to engage with what's generally accepted as one of the core parts of Blades (jumping into the score in media res and playing from there, flashing back if planning detail is needed to overcome an obstacle) the group still had an enjoyable time. Especially interesting is that they found an area of the game (the Downtime section) that they could make their own. In terms of "theory" I'm really interested in the blurry lines between consumption and creation in RPGs and this hits that spot. My own experience of Blades was with players who no longer get the same thrill out of planning things in great detail, so they were fine with the way it worked. They found the flashback mechanic less interesting for RP purposes, so it just became a kind of Oopsie! button. Interestingly, they also came to love Downtime. This came to be a space where they weren't planning their scores but were planning their "long game" in terms of progressing up the city's heirarchies and became very RP heavy. My experience running a long-ish campaign was that the more we played, the more the phases of the play loop became less distinct and sessions felt much like any other game. One difference was the dice mechanic, particularly in combat. It took some of my players a while to get out of the "one roll to hit, one roll to dodge, one roll to damage, repeat" paradigm. [/QUOTE]
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